how could I do the same as GluPerspective without Glu? Thanks
ex: gluPerspective(45.0, (float)w / (float)h, 1.0, 200.0);
how could I do the same as GluPerspective without Glu? Thanks
ex: gluPerspective(45.0, (float)w / (float)h, 1.0, 200.0);
It's explained fairly clearly in the gluPerspective
documentation. You just build up the appropriate 4x4 transformation matrix and use glMultMatrix
to multiply it into the current transform:
void myGluPerspective(double fovy, double aspect, double zNear, double zFar)
{
double f = 1.0 / tan(fovy * M_PI / 360); // convert degrees to radians and divide by 2
double xform[16] =
{
f / aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, (zFar + zNear)/(zFar - zNear), -1,
0, 0, 2*zFar*zNear/(zFar - zNear), 0
};
glMultMatrixd(xform);
}
Note that OpenGL stores matrices in column-major order, so the order of array elements above is transposed from what's written in the gluPerspective
documentation.
void gluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
{
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
}